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m1390008 The Complete Storm of Vengeance Campaign Pack
m1390008 The Complete Storm of Vengeance Campaign Pack
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SCENARIO 4: THE FIRST ASSAULT ON KOTH RIDGE - 4056997.M41
Nazdreg, leading the main Ork forces from the front in typical Orky fashion, commenced the assault on Koth ridge to
breakthrough to Kadillus harbour. Master Belial reacted by sending holding forces to strengthen Imperial defences and
began the delicate task of extricating his forces which were engaged in combat in Kadillus to further reinforce the Koth ridge.
SET-UP
1
Each player rolls a D6 and the winner chooses a long table edge.
2
The Dark Angel player deploys his holding forces, no closer than 2D6 +12" from the Ork board edge. The
Dark Angel relief forces start in reserve. He may set up fortifications anywhere in this zone and may include
up to one bunker.
3
If either side has any troops which
can infiltrate then they may be
deploy these units after all the other
units have been placed. They may be
placed anywhere on the battlefield
which is more than 18" or more from an
enemy unit or table edge. If both sides
have infiltrators roll a dice: the winner
may choose whether to deploy his
infiltrators before or after enemy
infiltrators.
4
The Ork player gets first turn.
5
All Ork forces enter play on turn 1
from along their board edge.
MISSION OBJECTIVE
The Ork players gains 200 victory points for every
scoring unit in the Dark Angel deployment zone (the
area over 30" away from the Ork deployment zone) at
the end of the game. The player with the highest
victory points total wins.
SCENARIO SPECIAL RULES
Infiltrators, Reserves, Deep Strike, Concealment,
Fortifications, Preliminary Bombardment, Victory
Points. Foxholes campaign scenario special rule.
HOLDTHELINE
RESERVES: All Dark Angel reserves enter play
from their table edge.
GAME LENGTH: Six Turns.
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
The Dark Angel force is divided in to two equal halves
measured by the number of units in each. The holding force
may only consist of Troop choices, HQs, Elites and Heavy
Support. These may deploy anywhere on the board that is at
least 30" away from the Ork board edge. The relief force may
consist only of Fast Attack choices, Troops or HQs mounted on
vehicles and Deep Striking units. This force is held in reserve.
ORK WARBOSSS BRIEFING
Your forces must breakthrough to Ghazhkull
at any cost. There are no scenario
restrictions on the army list except that the
Ork forces must be led by a mega-armoured
nob. This can be the special character
Nazdreg Ug Urdgrub (see Codex: Orks).
RECON REPORT
The Dark Angels occupy an ideal defensive position,
namely the hills of Koth Ridge. Apart from this the
terrain is fairly open, consisting of small rocky
outcrops, low hills, and some ruined buildings. The
game needs to be played on a fairly large board (6' x
4' is pretty much the minimum).
GAME SIZE
The historical assault was huge, and could only be
properly represented in an Epic 40,000 game (and
with a bit of thought this scenario can be converted
into an Epic battle).The game requires at least 1,500
points worth of troops per side, but from there the
sky's the limit. The players should decide between
themselves how many points they wish to use for the
game, and each player must pick an army to this
point's total.
30"
Space Marines deployment zone
Space Marines reinforcements enter from this edge
Orks enter from this edge
25
SCENARIO 5: SPACE MARINE SCOUTS INFILTRATE ORK LINES - 4066997.M41
With Ghazhkull contained in Kadillus harbour and Nazdregs' assault on Kothridge held off, Master Belial set about trying to
gather intelligence on the strength and logistics of the invading Orks to the East. As tactical probing attacks as well as large
scale scouting missions had been beaten back, he selected a small deep penetration detachment to infiltrate through the
Ork lines...
SET-UP
1
Each player rolls a D6 and the winner chooses
a long table edge.
2
The Ork player deploys any of his Troop and
HQ choices in two areas that are 12" onto the
board and 12" in from either side (marked Campsite
on map). Any Ork forces not deployed enter the
game as reserves.
3
The Ork player then sets up his 12 gretchin
sentries anywhere on the board that is not
within 12" of the Dark Angel board edge, the Dark
Angel deployment zone or the short board edges.
4
The Dark Angel player may now deploy any
units which can infiltrate. They may be placed
anywhere on the battlefield which is more than 18" or
more from an enemy unit (sentries do not count).
5
The Dark Angel player gets the first turn and moves as many of his units as he wishes on to the battlefield
from his board edge. The rest come on as reserves.
MISSION OBJECTIVE
The Dark Angel player must get at least one unit
above half strength off the Ork board edge to win. If
the alarm is raised, the Space Marines must wipe out
all the Orks to stop word of their progress from
reaching Nazdreg. Any other result is an Ork victory.
SCENARIO SPECIAL RULES
Night fighting, Reserves, Sentries and Random Game
Length.
SHADOWWARRIORS
RESERVES: All reserves enter play from their
respective table edges.
GAME LENGTH: Six Turns.
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
The force consists entirely of foot troops, with at least
half of them being scout squads. No HQ, Fast Attack
or Heavy Support choices may be taken.
ORK WARBOSSS BRIEFING
Be alert. The Space Marines scouts must not get
through!
RECON REPORT
This battle is best played on a table which is 4' by 4'
wide.
GAME SIZE
Both forces have 500 points.
Ork Board Edge
12"
Campsite
12"
12"
Campsite
12"
Dark Angel Board Edge
26
SCENARIO 6: THE ORK SECRETS ARE REVEALED - 4062997.M41
The Dark Angel penetration team, having infiltrated past the Ork frontlines, stumbling upon the Orks base of operations.
The extraordinary sight of the power plant supplying the energy for the energy portal was revealed at last. Having identified
the mechanics of the device they called in for a deep strike force to assault and remove the power couplings for evaluation.
In the meantime the scout force created the diversion needed for the deep strike to succeed.
SET-UP
1
Each player rolls a D6 and the
winner chooses a long table edge.
2
The Ork player places the two
objectives at least 12" away from
any board edge, at least 12" away from
each other and 24" from the Dark Angel
deployment zone.
3
The Ork player deploys any of his
Troop and HQ choices within 8" of
the power plant or energy portal (the
objectives).
4
Any Ork forces not deployed, enter
the game as reserves.
5
The Ork player then sets up his 12
gretchin sentries anywhere on the
board that is not within 12" of the Dark Angel board edge, the Dark Angel deployment zone or the short board
edges.
6
The Dark Angels player then sets up his infiltration as noted in the Recon Report. The Deathwing force
remains in reserve, and must Deep Strike when they arrive.
MISSION OBJECTIVE
The Dark Angel commander must endeavour to
occupy the power plant and the energy portal. To
control an objective you must have the closest
scoring unit to the objective at the end of the game. If
the Dark Angels occupy both objectives the Dark
Angels win. If not the Orks win. If both sides hold one
objective, then use Victory points to determine the
winner.
SCENARIO SPECIAL RULES
Sentries, Reserves, Night Fighting, Deep Strike and
Victory Points. Dangerous Power campaign scenario
special rule.
REVELATIONS
RESERVES: All Dark Angel reserves enter play by
deep striking. All Ork reserves enter play from their
board edge.
GAME LENGTH: Six Turns.
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
Choose a 1000 point Dark Angels army, with the
following limitations: have at least one 10-man Scout
Squad and one Deathwing Terminator Squad , while
the rest of the army may include one HQ choice in
Terminator Armour, Scout Squads, or Deathwing
Terminator Squads.
ORK WARBOSSS BRIEFING
Your forces must defend the power plant and the
energy portal and prevent the Space Marines
gleaning any information. Choose a 1000 point army
using the Standard Force Organisation Chart
RECON REPORT
The game needs to be played on a fairly large table
(5' by 4' is pretty much the minimum). Near one
table edge is the captured power plant, and near the
other is the energy portal. A round card template,
painted appropriately, should represent the energy
portal. The position occupied by the Scouts at the
start of the battle needs to represented by a fairly
large hill, covered with plenty of rocks and bushes.
Within 24" of the energy portal and near to the hill
occupied by the Scouts is a small group of ruined
buildings. The power plant should be placed about
24" from the hill and to one side as shown. Apart
from this the terrain is fairly open, consisting of small
rocky outcrops and low hills.
GAME SIZE
Both forces may choose 1000 points.
4"
24"
24"
Power
Plant
Portal
8"
Space Marines
deployment zone
8"
4"
Orks Board edge
27
SCENARIO 7: THE ORK ASSAULT ON BARRAK GORGE POWER PLANT - 4067997.M41
Sergeant Naamans sacrifice earned the technical intelligence needed by the Dark Angels to react to the Orks re-supply
effort. Having studied the power relays and realising that the power from both plants was being used to teleport
reinforcements on to the planet, the Dark Angels cut the power conduits connection the Kadillus power plant to the one at
the Ork base. This rapidly reduced the Ork reinforcements to a trickle. However, Nazdreg had already foreseen the problem
and was well on his way towards a third power plant at Barrak Gorge. After an overnight march, he hit the surprised Dark
Angel defenders at Barrak Gorge with his full might.
SET-UP
1
Each player rolls a D6 and the
winner chooses a long table edge.
2
The Dark Angel player places the
power plant within 12" of his board
edge but at least 12 away from each
short board edge.
3
The Dark Angel player deploys
any of his Troops and Heavy
Support choices within 12" of the table
edge and 12" In from the short board
edges. This is the Space Marine
Deployment zone. He must deploy at
least one unit. Remaining units enter the
game as reserves. He may set up
fortifications and obstacles anywhere in
this zone. Bunkers may not be used.
4
The Ork player may now deploy any units which can infiltrate. They may be placed anywhere on the
battlefield which is more than 18" or more from an enemy unit.
5
The Ork player gets the first turn and moves all his forces from his table edge on turn one.
MISSION OBJECTIVE
The player who controls the power plant at the end of
the game wins. To control the objective you must
have the closest scoring unit to the objective at the
end of the game.
SCENARIO SPECIAL RULES
Deep Strike, Infiltrators, Reserves, Random Game
Length, Fortifications and Obstacles. Campaign rules
Dangerous Power and Foxholes.
BATTLEATBARAKGORGE
RESERVES: All reserves enter play from their
respective table edges.
GAME LENGTH: Six Turns (Variable).
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
The defending Dark Angels must hold the power
plant at any cost. If you have decided upon a
suitably large game then a detachment of Imperial
Guard may also be included in your army as they
were historically present.
ORK WARBOSSS BRIEFING
The Ork forces must eliminate the defenders and
occupy the power plant. The Ork force must be led by
a mega-armoured warboss, who may be Nazdreg
himself.
RECON REPORT
The game needs to be played on a fairly large table
(5' by 4' is pretty much the minimum). Near one
table edge is the captured power plant, and near the
other is the energy portal. A round painted card
template, should represent the energy portal.
GAME SIZE
The game requires at least 1,500 points worth of
troops per side, but from there the skys the limit. The
players should decide between themselves how many
points they wish to use for the game, and each player
must pick an army to this point's total.
Space Marines Deployment Zone
Power Plant
Orks enter from this table edge
12"
12"
28
SCENARIO 8: THE DARK ANGELS ATTACK THE ORK LANDING SITE - 4067997.M41
Nazdregs success at Barak Gorge meant that the Orks still had two power plants supplying energy to the teleportas! Master
Belial had to act swiftly to diminish the flow of Ork reinforcements to the planet in anticipation of the arrival of the rest of
the chapter. Master Belial launched an audacious assault, using forces stripped from Kadillus and Koth ridge smashing his
way through the thinly stretched Ork lines and heading towards the landing site.
SET-UP
1
Each player rolls a D6 and the
winner chooses a long table
edge.
2
The Ork players deployment
zone is 18" from the board edge.
The Ork player places the objectives at
least 12" from any board edge and
16"from each other. The Ork player now
deploys his Troop and Heavy Support
choices. Any that he does not want to
place on the board as well as any Elite,
Fast Attack and Heavy Support choices
can enter play from the Orks board
edge as reserves.
3
The Dark Angel player may now
deploy any units which can
infiltrate. They may be placed anywhere on the battlefield which is more than 18" or more from an enemy unit.
4
The Dark Angels player gets the first turn and moves all of his forces from his table edge on the first turn.
MISSION OBJECTIVE
The player who controls the power plant or the energy
portal, by having the closest scoring unit, at the end of
the game gains +150 points extra for each of them.
The highest Victory Points score wins.
SCENARIO SPECIAL RULES
Deep Strike, Infiltrators, Reserves, Random Game
Length, Fortifications and Obstacles. Campaign rules
Dangerous Power and Foxholes.
COUNTER ATTACK
RESERVES: Defenders reserves enter play from
his board edge.
GAME LENGTH: Six Turns
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
The Dark angels force must capture the power plant
and the energy portal to prevent Ork reinforcements
arriving continuously.
ORK WARBOSSS BRIEFING
Your forces must defend the power plant and the
energy portal and prevent the Marines occupying
them at any cost.
RECON REPORT
This game needs to be played on a fairly large table
(5' by 4' is pretty much the minimum). Near one
table edge is the captured power plant, and near the
other is the energy portal. The position occupied by
the Scouts at the start of the battle needs to
represented by a On the eastern edge of the table is
a fairly large hill, covered with plenty of rocks and
bushes. Within 24" of the energy portal and near to
the hill is a small group of ruined buildings. Apart
from this the terrain is fairly open, consisting of small
rocky outcrops and low hills. Note that this is the
same setup used for Scenario 6, Revelations.
GAME SIZE
Each player may choose 1,500 points worth of forces.
Ork deployment zone
Space Marines enter from this edge
18"
29
SCENARIO 9: THE SECOND ASSAULT ON KOTH RIDGE - 4082997.M41
The second assault on Koth Ridge was the last major battle of the Piscina IV campaign. Ork Warlords Ghazghkull Thraka
and Nazdreg Ug Urdgrub joined forces to attack the planet, only to find it held by the Dark Angels. They were able first to
halt the Ork attack and then disable the tellyporta device the Orks were using to get reinforcements to the planet. The Orks
were left with one chance to rescue their position: if they could repair the energy conduit to the power plant in Kadillus
Harbour, they could reactivate the tellyporta and bring in some really heavy reinforcements. To do so, they'd have to break
through the defenders on Koth Ridge. Under cover of darkness they started to move into position to launch a final,
desperate, attack. The only problem was that the ridge was held by the Dark Angels!
SET-UP
1
Dark Angels deployment: The Dark Angels set up first and may deploy their forces anywhere within 6" of
the centre line, along Koth Ridge.
2
Ork deployment: The Orks set
up second. Orks on foot may be
deployed anywhere from their own
table edge to a line 2D6+6" from the
centre line of the table (ie, 8-18" from
the centre). Any Ork vehicles,
Dreadnoughts, warbikes, Boar Boyz
and support weapons enter on the
Orks' first turn. They may enter at any
point along the Orks' table edge, but
the entry point must be at least 12"
from the sides.
3
The Dark Angels player gets the
first turn.
MISSION OBJECTIVE
To win, the Orks must be able to trace a straight line
from their table edge to the Dark Angels' edge. This
line must pass within 8" of at least one Ork model and
not pass within 8" of any enemy model.
SCENARIO SPECIAL RULES
Hidden Set-Up, Random Game Length, Night
Fighting, Obstacles, Fortifications and Foxholes.
DEATHBYMOONLIGHT
RESERVES: Attackers reserves enter play from his
board edge.
GAME LENGTH: Six Turns (Variable)
LINE OF RETREAT: Troops which are forced to fall
back will do so towards nearest board edge of their
deployment zone, using the normal Fall Back rules.
DARK ANGELS BRIEFING
The Dark Angels force must defend Koth Ridge and
hold the line until dawn. As Master Belial was
encamped around the Ork landing site, no Master
may be taken in the army.
ORK WARBOSSS BRIEFING
Your forces must clear a corridor on Koth Ridge to
reactivate the energy conduit in Kadillus Harbour.
RECON REPORT
This game really needs a large table (5' x 4' is pretty
much the minimum). As you can see from the map
the Dark Angels occupy an ideal defensive position,
namely the hills of Koth Ridge across the middle of
the table. This aside, the terrain is fairly open,
consisting of small rocky outcrops, low hills, and
ruined buildings.
GAME SIZE
Each player may choose at least 1,500 points worth
of forces.
A NOTE ON LARGE GAMES
The assault on Koth Ridge was a huge battle, great
for use as a special mega-battle. Just gather as
many players as you can and set aside at least a
day for the battle! If you do this, it's worth noting that
in the actual battle Imperial Guard troops defended
much of the ridge against the Orks, and if you wish
you can use them to help defend it on this occasion
as well by allowing the Dark Angels player to field a
detachment of Imperial Guard.
12"
DARK ANGELS DEPLOYMENT ZONE
2D6+6"
ORK DEPLOYMENT ZONE
30
BATTLE HONOURS
These Dark Angels wear battle badges on their right
forearms to commemorate individual engagements.
DARK ANGELS BACK BANNERS
These were used to identify various characters during the
Piscina IV campaign. You can copy these designs for use
on your own character models.
Lexicanium
CHARON
Siege of
Kadillus
Company Master
BELIAL
Interrogator Chaplain
BOREAS
Defence of
Koth Ridge
Assault on
East Barrens
Battle of
Barrak Gorge
ARMY BADGE
All of the Dark Angels in the Piscina IV
campaign bear the crossed swords
emblem on the right greave of their armour.
Piscina IV Campaign Honours